Something I thought might be a useful resource for new (and not so new!) players is the checklist I use when packing my gear to go to a tournament. You don't want to be the person who turns up without the thing that might enable you to win! So here it is with a few explanatory comments, at the bottom there's a PDF you can print and tick off as you pack.
Ships
Bases and Pegs
Pilot and Upgrade Cards
Movement
templates
Range Rulers
Range Rulers
Dice
Dials
Damage
Deck
- Sure, these all seem obvious, but people do turn up without them...
Id / Number tokens
Id / Number tokens
Tokens:
- Focus
- Evade
- Target Lock
- Force
- Shields
- Stress
- Strain
- Deplete
- Crit
- Charge
- Ion
- Disarm
- Tractor
- Jam
- Bomb
- Cloak
- Turret Indicators
- You might need some or all of these depending on your list, but these can also depend on your opponents lists and the crits you pull. My advice: take the lot. NB: Under Bombs I also count other droppable items like Mines, Rigged Cargo Chutes and remotes e.g. Buzz Droids.
2
printed copies of your list
- One to hand in to the TO, one for your opponents to read.
Pen
- For writing down your results. Actually, bring two pens because someone will inevitably borrow yours and then walk off with it...
Laser line
- For checking arcs. Most people seem to use the Army Painter one which you can pick up at any good FLGS.
Tray
- Just to make it easier to move all your kit between tables. I use one of these.
Other Games Modes
For other game modes, you might need extra tokens.
Aces High:
- Victory tokens
- Hyperspace markers
Optional (but useful)
Printed copy of the Rules Reference and Tournament Regs
Spare Bases and Pegs
Glue / Blu tack / Tape
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